MegawackyMax's Forum Posts

  • 12 posts
  • At the beginning of the game, where you have data loading, you can add a block like this.

    Typically, the platform’s guidelines or documentation specify which workarounds they recommend to bypass the built-in capabilities of the browser’s control buttons.

    It worked!! :D

    Now Chrome keeps the focus on the game instead of the game AND the browser; and I've also tested it on FireFox and the browser no longer freezes when changing the windows' size! (nor when toggling Fullscreen ON/OFF)

    Thank you so much! I would have never figure it out on my own; I know nothing of Javascript.

    (Max)

  • Hi. I'm having issues playing my Construct 3 games directly on the browser (via Itch). The thing is, I have specific issues in both Chrome and Firefox.

    ON CHROME:

    If the game is embedded on the page (typical of Itch) it works just well, but it doesn't seem to focus ON the frame the game is embedded on. This means that if I use the UP and DOWN arrow keys, the game will register them but so will the browser, forcing it to scroll up/down at the same time.

    I don't know what is causing this. If I make the game go Fullscreen while on the browser, it works perfectly and the browser stops focusing; there's no evidence of scrolling when I toggle Fullscreen OFF. This is very annoying for playing games not on fullscreen.

    Also, this issue does not happen on Firefox. The same game on a Firefox browser detects UP/DOWN inputs perfectly without the browser scrolling at the same time.

    ON FIREFOX:

    Toggling Fullscreen or even changing the size of the browser window while the game is running causes the browser to freeze, often needing to ALT-F4 it.

    This issue does not happen on Chrome.

    I don't know why these happen, but they are driving me crazy because no browser is safe from potential game-breaking issues. Exporting the game for Desktop works just fine, but I want to allow players to try it directly on the browser as well.

    Can anyone help me? I am missing some configuration option? Any insight will be greatly appreciated.

    (Max)

  • Someone else mentioned an error using Firefox 145 and it looks like there's a regression in Firefox itself that's breaking Construct at the moment. It looks like it works in Firefox Nightly, so it appears to be something Mozilla already identified and fixed. I filed an issue with them anyway in the hopes they can patch the latest stable release of Firefox sooner than just waiting for the stable release to update which could take a couple of months.

    Thank you so much; that's much appreciated!

  • Opening projects in Firefox is working fine for me with the latest release. Generally it's impossible to fix problems like this unless you file an issue following all the guidelines, as we need all the requested information to be able to investigate.

    WebGPU is now enabled by default in the editor and it looks like possibly an issue with the WebGPU implementation in Firefox. In the mean time you could try disabling WebGPU in Settings as a workaround.

    Thanks for the reply.

    I've tried disabling WebGPU from the Settings, then restarted Construct 3, but the issue prevails. :-/

    I'll be using Construct 3 on Chrome for now, since I'm in a deadline and I don't really have time to try to solve this on Firefox. I'll file the issue at a later time.

  • It worked just fine until yesterday. Been using Construct 3 for several months now, currently working on a game project. I've been working on Firefox during all this time.

    Today I tried to open the project and the screen went red with an error message. Here's a copy-paste of the error:

    -----

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r458-2/main.js, line 29, col 852424

    Message: TypeError: GPUCommandEncoder.beginRenderPass: Element of sequence branch of (sequence or GPUColorDict) is not a finite floating-point value.

    Stack: eGn@https://editor.construct.net/r458-2/main.js:29:852424 l_n@https://editor.construct.net/r458-2/main.js:29:850951 Ts@https://editor.construct.net/r458-2/main.js:29:862029 f_n@https://editor.construct.net/r458-2/main.js:29:866546 JVs@https://editor.construct.net/r458-2/main.js:29:866426 qi@https://editor.construct.net/r458-2/projectResources.js:1:468238 iR@https://editor.construct.net/r458-2/components/editors/layoutView/layoutView.js:1:8071 window.lG Construct version: r458.2

    URL: editor.construct.net

    Date: Tue Nov 11 2025 21:55:56 GMT-0300 (hora estándar de Argentina)

    Uptime: 381.5 s

    Platform information

    Product: Construct 3 r458.2 (stable)

    Browser: Firefox 145.0

    Browser engine: Gecko

    Context: browser

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 8

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:145.0) Gecko/20100101 Firefox/145.0

    Language setting: en-US

    WebGPU information

    Renderer: WebGPU

    Supports GPU profiling: yes

    Major performance caveat: no

    Maximum texture size: 16384

    Adapter vendor: (unavailable)

    Adapter architecture: (unavailable)

    Adapter device: (unavailable)

    Adapter description: (unavailable)

    Adapter type: (unavailable)

    Adapter backend: (unavailable)

    Adapter features: bgra8unorm-storage, core-features-and-limits, depth-clip-control, depth32float-stencil8, float32-filterable, indirect-first-instance, rg11b10ufloat-renderable, texture-compression-bc, texture-compression-bc-sliced-3d, timestamp-query

    -----

    I tried using Construct 3 on Chrome and it loads projects normally, so worst-case scenario I can work there; but it really sucks that it seems to be not willing to cooperate on Firefox now.

    Side note: if I try starting a new project on Firefox it seems to be able to. I don't think it can LOAD it, though.

    Any idea what this could possibly be?

  • UPDATE: Please close this thread. I kept looking for a solution to my problem until I eventually found this blog post. Yeah, that's my problem right there. *sigh* So it means I won't be able to use Construct 2 properly until I don't fix this problem with my drivers, aparently; even though I updated them today.

    Ah, well. Apologies, and please close this.

    ORIGINAL POST:

    Hello. I have a problem with Construct 2, but I do not think it's a bug of the software, but of my PC. I'll explain...

    Link to .capx file (required! If link is blocked remove the http and www parts):

    No link needed.

    Steps to reproduce:

    1. Attempt to load a graphic for any element that requires one (sprites, tiled backgrounds, etc)

    Observed result:

    The image selected won't appear on the Image Editor, UNLESS I change the zoom. BUT, even if I accept the image (with or without zooming to see it properly) the resulting sprite/tiled background/etc is an empty square.

    Expected result:

    It should correctly show the loaded image at once. Or at all.

    Browsers affected:

    It's affecting Construct's Image Editor itself.

    Operating system & service pack:

    Windows 7 Ultimate 64-bit

    Construct 2 version:

    r161

    SPECIAL NOTES:

    I recently moved to a newer, more powerful computer, but this one has AMD technology (my previous PC had Nvidia). Right from the get-go, Construct 2's interface would mess up, unless I switched to Carbon or Scenic themes (any other one would mess it up).

    I've also tried re-installing the latest stable version (r158.2), in case it was a bug of the r161, but I had the same problems. I then began to research the forums, and the best I could come up with was the notion of updating my card drivers. Okay, fair enough. I gave that a try and, no luck, all the Themes but Carbon and Scenic mess the interface up, and the Image Editor is not loading images properly (or at all).

    One thing I have noticed is that if I load a previously created project, everything loads perfectly, but when I attempt to change the image of an already-loaded sprite, the Image Editor won't load it and the previous, original image remains.

    Can anyone give me a hint of what might be wrong? Thanks in advance, and apologies if I didn't follow the proper protocol, but this case was quite something.

    (Max)

  • Hi, everybody! I'm thrilled to announce I've finished my very first game with Construct 2, and it was developed for the Candy Jam against King-dot-com trademarketing the word "Candy". (you can learn more about the Jam in their main website)

    <img src="http://img.itch.io/aW1hZ2UvMTUyNC82NzM4LnBuZw==/original/CBUF4H.png" border="0">

    In the game, we control CandyMan, who is chasing after the nefarious Candy King, who has stolen all the candy (the meanie!).

    Press UP ARROW or Z KEY to jump. Avoid the crates! They knock you back and decrease your life. The Candy King will drop candy as he attempts to run away, collect those sweet treats! Every 20 candies you'll earn +1 life point (to a max of 6 points) and they will also fill up your SUGAR RUSH gauge.

    Once the gauge is full, hit SPACEBAR to unleash the SUGAR RUSH, a very handy acceleration that also gives you momentarily invincibility.

    You can play the game right from my website: CANDYMAN! (Online)

    OR, you can download the game to play as a standalone version: DOWNLOAD IT!

    If you like the game, consider rating it for the Candy Jam! Let me know what you think! :D

    (I know I should also upload it to the Scirra Arcade. I'll work on it very soon and update this post with the new links)

    (Max)

  • Thank you! :-)

    (Max)

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  • Hello, everybody. Take a look at this pic:

    <img src="http://i.imgur.com/0yhGm.png" border="0">

    (Click HERE if you can't see it)

    That's a very small test file I'm using to, well, TEST stuff. I'm currently researching options to create a dialogue-like text box.

    The idea is that a pre-set text is shown letter by letter in a Text object. When "Q" is pressed, a test text is stored in a text variable ("12345") and the program is told there is new text to show (Set boolVarDialoto to 1).

    Right next is an event that activates when there is new text to show; i.e. when "Q" is pressed. The first thing it does, it toggles the "bool" value so the same main event won't repeat itself, then immediately clears the dialogue box and sets a basic "i" variable to 0. This "i" variable will be our pointer.

    Now comes the problem part. Next, there's a "Repeat" event. It will repeat as many times as characters are in the stored text, and it appends said text, one character at a time, on the displayed Text Object. This WORKS PERFECTLY. The problem is the effect.

    See, when in-game, all text is shown at once. In order to see a "one character at a time" effect, a waiting must be present betweet each letter. As you can see, I've added a WAIT action to cause such effect. IT DOESN'T WORK.

    Depending on where I place that WAIT event, things change. If I place it at the beginning of the REPEAT set of actions, it effectively waits the indicated time, but then shows the text at once; no waiting between characters.

    If I place the WAIT action between the text append action and the add value to variable action, it shows a row of "11111" instead of "12345". And of course, no waiting between characters.

    Lastly, if I place the WAIT action last, there is no waiting at all, but the text shows "12345" as it should.

    Is there a bug with the WAIT action? Is it my Chrome Browser? I'd appreciate suggestions on the nature of this annoying issue as well as suggestions on how to improve my string-tied design.

    Thanks in advance!

    (Max)

  • Did you try the condition "On destroyed"? And then an action that creates the debris on this position.

    For instance, On flyingstone destroyed -> create object stonedebris on flyingstone x and y.

    That way it will work every time that object is destroyed on other events.

    Also, on destroyed is a trigger condition so it has to be the first condition.

    Ah, I haven't thought of the On Destroyed condition! Thanks, that worked way better than my method! :-)

    Thank you, everyone else! You've given me many nice ideas and good advice. :-)

    (Max)

  • Thank you for the answers. Yes, I know Construct 2 pick the specific objects involved in a condition (fur instance, if a thousand bullets are on screen, only the one that actually hits the target is recognized in a OnCollision event) and yes, I've read How Event Works, but my question is a bit more specific.

    I'll just explain it with a screencap of my game. Here, take a look: CLICK HERE TO SEE THE SCREENCAP

    What you see there is the basic setting for my game. The goal is to outrun and survive an angry mob chasing our main characters. In the screen you can see two of the main hazzards of the game: boulders on the floor and proyectile stones flying from the mob.

    Both the boulders and the stones are inside the same "Hazzards" Family, so I can save code when it comes to hit detection. So far, so good; the game does recognize the elements in the Family as a whole and my characters do get properly hit when in contact of any of them.

    Here's the thing I want to do: when a flying stone hits a character, it should smash into bits.

    So, is there any way for Construct 2 to recognize a specific member of a Family? It would go like this:

    1) Is Family.Hazzard colliding with Player?

    If so...

    2) Is colliding Family.Hazzard object FlyingStone?

    If so...

    3) Destroy FlyingStone and create FlyingStoneDebris on its last shown position.

    Then...

    4) Player gets hurt (lowers energy).

    The part in BOLD is the one I am asking about. I have worked around it by asking, after a collision with the family is made, if there is a FlyingStone colliding, in which case it gets efficiently shattered on command, but it would be nice if we could just have a command that returns the name of the Family member in question.

    For instance:

    IF Family.Member is (object) THEN ...

    I think I'm over-complicating my explanations... Sorry for that, guys. :-/

    (Max)

  • Greetings, Forum. My first post here. I'll explain my problem as clearly as possible:

    I have a Family for enemies in my game, so the collision with the main player can be coded so much easily. My question is: is there any way for the program to recognize which individual in the Family collided?

    For instance, say I have the family "Bullets" with three individuals: Normal Bullet, Fire Bullet and Ice Bullet. I want a different death animation when hit by a specific bullet.

    So, can Construct 2 recognize individuals? Like, "If collision with (Bullet.Family) then (Which.Individual) then (Act.Accordingly)"

    I hope the explanation made sense... Thanks in advance!

    (Max)

  • 12 posts